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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Gathering Fire (PASSIVE)
Karma Passive Ability
Introduction
Note: There will be a wall of text, or several walls. I'm sorry, i can't make it look as good as some other guides look, but i put alot of time into making this guide, testing, theroycrafting with my friends, and more testing. Thank you for reading, and i hope this guide brings you success. Now, where was i? Oh yes, Pros / Cons.
Pros -
Very strong burst
Great at kiting
Decently survivable with shield
Cons -
Extremely squishy while shield is on cooldown
Low base stats
Short ranges
Karma is extremely good at keeping chasers at bay with a slow that comes up after 2 seconds, making both chasing and escaping karma very difficult with some rare exceptions, like singed or nidalee. However, she is on the squishy side, and has very low base stats. She is extremely difficult to play correctly, and very easy to screw up, so make sure you know you have your mechanics down. But you looked up this guide(probably) so i guess you're fairly decent with karma already. Nevertheless, be extremely careful, more so than with other ap carries. You can be aggressive, and Karma really rewards aggressive play, but if you aren't confident of your abilities to escape ganks should they happen, then don't risk it. Play safe and farm from afar. It's much safer.
Very strong burst
Great at kiting
Decently survivable with shield
Cons -
Extremely squishy while shield is on cooldown
Low base stats
Short ranges
Karma is extremely good at keeping chasers at bay with a slow that comes up after 2 seconds, making both chasing and escaping karma very difficult with some rare exceptions, like singed or nidalee. However, she is on the squishy side, and has very low base stats. She is extremely difficult to play correctly, and very easy to screw up, so make sure you know you have your mechanics down. But you looked up this guide(probably) so i guess you're fairly decent with karma already. Nevertheless, be extremely careful, more so than with other ap carries. You can be aggressive, and Karma really rewards aggressive play, but if you aren't confident of your abilities to escape ganks should they happen, then don't risk it. Play safe and farm from afar. It's much safer.
I put all the details in the tooltip for the runes, as i don't know how to make these sections look all fancy. But i'll reiderate my points here. Flat ap blues and quints, armor yellows, and Magic pen reds are what i run. It gives karma decent starting AP, giving her a nice little boost to early game, where she really needs the AP. Armor is to avoid a bit of auto-attack poke, and the magic penetration is to get through a bit of the enemy's magic resist. Good Substitution runes are Scaling AP instead of flat ap for the quints and blues, and Magic resist isntead of armor for the yellows. It's really up to what you feel you need.
Masteries are fairly standard for APs, 21/0/9 getting mana regen and mana in utility. However, I personally choose to get the biscuit on utility. It gives about as much hp and mp as half of a potion, so it's kinda nice to have if you don't want to chug a pot but need the health. Other than that, get all the AP, CDR, and Magic pen from the offensive tree. Fairly standard stuff here.
This is where things get interesting. Karma can be built two ways in midlane. Defensively, as an off-support, or offensively, as a Glass-cannon AP burst mage. I show both variations above for each phase. Make sure to change your build based on the situation. I see alot of people bring a spesific build that calls for alot of Magic resistance on a team that has no magic damage(Just an example). If they have more Attack damage, get armor. If they have more AP, or the AP is stronger than the AD, get magic res. The glass cannon build is fairly self explanatory, but a bit misleading. Her shield is really strong with ap...wait, wrong section. Well, there's a little teaser for the abilities chapter.
Skill sequence doesn't factor to much into how karma plays, but it can affect how aggressive you can be. Max shield first, and you can be super aggressive, try to trade alot and still come out on top with a fairly large shield for early game. Max her Inner Force first, and you can poke for almost 300 every 2-3 seconds based on CDR. You can wear down teams before a teamfight even starts. Just...don't max W first. It's only used for utility, 1v1's and the mantra'd form which heals for 25% of missing HP over the duration of the tether. Save it for last.
Early game farming should be safe. Try not to push your lane, only use inner force to poke or get 1-3 CS when they are low. During mid game, your Inner Force can take out the Caster minions in 1 blast. It's very good for clearing waves quickly, and the slow makes sure any melee minions caught in the blast can't get to tower quickly, which is nice on some occasions. Late game farming you should be using Mantra with your Q to get the full effect. Try to group them up, maybe get two waves around you, then mantra your Q right on top of them. All the caster minions will die from the initial burst, and the melee minions should die from the second burst. If any survive, clean them up with your auto-attacks or more uses of Inner Force.
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